Play to CHANGE: preliminary findings on using gamification to support a low-carbon transition
Play to CHANGE: 低炭素移行を支援するゲーミフィケーションの予備的知見 (AI 翻訳)
Max White, Jing Zhao, Neil Phillips
🤖 gxceed AI 要約
日本語
本論文は、家庭用エネルギー改修と持続可能な行動を促進するゲーミフィケーションの可能性を探るプロジェクトCHANGEの予備的知見を報告する。戦略型シミュレーションゲームを開発し、内部テストと小規模公開試験から、ゲーム体験が改修プロセスの理解と自己効力感を高めることを示した。限られたリソースとサンプルサイズの制約があるが、シリアスゲームが持続可能性教育と行動変容のツールとして有望であることを示唆している。
English
This paper reports preliminary findings from Project CHANGE, which investigates gamification to support domestic energy retrofit and sustainable behaviors. A strategy-based simulation game was developed, and internal testing and a small-scale public trial showed that the gamified experience improved understanding of retrofit processes and increased perceived agency. Despite constraints of limited resources and sample size, the results suggest serious games have potential as tools for sustainability education and behavior change.
Unofficial AI-generated summary based on the public title and abstract. Not an official translation.
📝 gxceed 編集解説 — Why this matters
日本のGX文脈において
日本の住宅改修市場では、ZEH(ネット・ゼロ・エネルギー・ハウス)や省エネ改修補助金などが進むが、一般消費者の行動変容には課題が多い。本論文のゲーミフィケーション手法は、日本でも普及啓発や地域エネルギー計画に応用可能性がある。
In the global GX context
Globally, public engagement is a key barrier to scaling residential energy efficiency and retrofit. This paper contributes to the growing literature on serious games for climate action, offering a replicable prototype that combines behavioral, financial, and environmental simulation, which could be adapted for different contexts and integrated into broader community-based transition programs.
👥 読者別の含意
🔬研究者:Highlights the potential of gamification for energy behavior research and provides a framework for combining systems simulation with user-centered design.
🏢実務担当者:Offers an example of a game-based tool that could be used in customer engagement or corporate sustainability communication, though further validation is needed.
🏛政策担当者:Suggests that gamified interventions could complement traditional policy instruments for residential energy retrofit, warranting larger-scale pilots.
📄 Abstract(原文)
Project CHANGE (Curating a Human-centred Approach for net zero: Gamifying Energy-behaviour) investigates how gamification can support public engagement in domestic energy retrofit and encourage sustainable behaviours. It introduces a prototype strategy-based simulation game that enables players to explore retrofit options, behavioural choices, and co-benefits within a risk-free, interactive environment. The paper outlines the development of the game, including its theoretical foundations, systems-based design, and user-centred methodology. The architecture integrates dynamic simulations [such as weather, NPC (non-player character) behaviour, and financial modelling] to illustrate how everyday decisions influence energy use and well-being. Initial findings from internal testing and a small-scale public trial indicate that gamified experiences can improve understanding of retrofit processes and increase perceived agency over household energy use. The paper also reflects on usability challenges, accessibility considerations, and constraints arising from limited resources and sample size. Overall, Project CHANGE demonstrates the potential of serious games as part of a broader toolkit for supporting systemic sustainability education and behaviour change. This article is published in the Thematic Collection ‘Participatory Engagement and Game Playing for Achieving Sustainable Net-Zero Transition’, edited by Jing Zhao, Eirini Gallou, and Ievgeniia Kopytsia.
🔗 Provenance — このレコードを発見したソース
- openalex https://doi.org/10.5871/jba/014.a16first seen 2026-06-11 05:17:54 · last seen 2026-06-16 04:50:25
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